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$xhtml = array(
	'<{title}>' => 'Mood improvements',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<img src="/img/CC_BY-SA_4.0/y.st./weblog/201811/11/25.jpg" alt="Near the overpass again" class="framed-centred-image" width="649" height="480"/>
<section id="plan">
	<h2>Plan</h2>
	<p>
		Last night, I made a plan for the rest of the week (the school week at this university begins and ends on Wednesday at 21:00), but I was far too tired by the time I got home to write anything.
		In fact, that part I wrote yesterday about praying after work bed?
		I wrote it before I left for work.
		I did follow through and do what I said I&apos;d done though.
		Anyway, I was so tired that I didn&apos;t properly process what time I actually had.
		I had planned a second trip to Eugene on Wednesday, then remembered I had an appointment with the missionaries on that day, and decided I didn&apos;t have time before work for both the missionaries <strong>*and*</strong> a trip to Eugene, so my trip would have to wait for another day.
		I don&apos;t even work on Wednesdays though!
		I&apos;ll have plenty of time.
	</p>
	<p>
		Speaking of Wednesday, my sexuality has begun to waver again.
		I&apos;m still attracted to males.
		That hasn&apos;t changed.
		Like, not too long ago, I saw some buff guy outside in his underwear near the bike path and thought he was pretty hot.
		But I&apos;m starting to find women attractive again too.
		That said, I have an ethical obligation not to breed.
		If I were female, I&apos;d have abortion as a last resort.
		But I&apos;m not.
		So I have no last resort.
		I have to avoid pregnancy at all costs, as I can&apos;t be sure my partner will make the right decision and cannot take that risk.
		So I need to get more information on vasectomies.
		My understanding is that during the first year, a couple things can happen.
		For starters, the cut tube ends can remain open.
		If that happens, sperm can travel from out one end and find their way to the other.
		It results in drastically-reduced sperm count, because most sperm fail to find the other opening, but the sperm count isn&apos;t zero like it needs to be.
		The second complication is that the cut tube ends can <strong>*grow back together*</strong>, completely reversing the vasectomy.
		I can&apos;t find any information about after this first year though.
		If you get a vasectomy and wait a year, are you safe from complications?
		Does your chances of becoming a parent drop to absolute zero?
		If not, a vasectomy isn&apos;t effective enough for me to meet my obligation not to breed at all costs.
		Condoms are known not to be 100% effective either.
		It won&apos;t matter what my attractions are, I&apos;ll need to avoid relationships with females.
		But if a vasectomy would be guaranteed after some period of success, I can explore my feelings as they come.
		The way I see it, it&apos;s possible that after this year-long period, the body&apos;s done all it&apos;s healing and there&apos;s nothing left to change.
		The tubes might heal shut.
		So on Wednesday, I&apos;d like to take a trip to a Planned Parenthood location in the next city over and see what they can tell me.
	</p>
	<p>
		My major roadblocks to getting anything done are Sunday, which is today now, and Tuesday.
		On Sunday, I don&apos;t expect the businesses I need to reach in Eugene to be open, and on Tuesday, I&apos;ll be running my Tuesday errands, which can&apos;t be rescheduled due to the main errand being to check a drawing that only occurs on Tuesdays.
	</p>
	<p>
		So my plan is this.
		On Sunday, which has now become today because I was too tired to write any of this yesterday, I read.
		I read the scriptures the missionaries assigned me and I read the rest of my assigned material for school.
		On Monday, I take a trip to the local $a[ISP], who has an office in Eugene, but none here in Springfield.
		I&apos;m gonna&apos; get an Internet connection set up here finally.
		On Tuesday, I run Tuesday errands.
		And on Wednesday, I get a visit from the missionaries if they decide to show, then bike back to Eugene and try to get vital information on vasectomy permanence.
		I might not be able to get information right away.
		I may need to set up an appointment and come back later.
	</p>
</section>
<section id="health">
	<h2>Health</h2>
	<p>
		I&apos;m quite tired of this stupid cold.
		I&apos;m absolutely convinced that it&apos;d be long gone by now if not for the sudden pile of stress life dealt me.
		I was nearly better, but when that all hit, I started getting worse again.
		So last night, I finally decided to turn the heat on in my home.
		I could have totally been fine without it if I could relax and not worry about anything, but clearly, that&apos;s not an option.
		With my body not having to heat itself as much, I thought maybe my body could handle both the stress and illness recovery at once.
	</p>
	<p>
		It&apos;s too early to say this is helping with my cold, but it&apos;s certainly improving my mood.
		My brain is functioning better as well.
		Maybe just enduring the cold wasn&apos;t such a great idea.
	</p>
</section>
<section id="religion">
	<h2>Religion</h2>
	<p>
		The missionaries said that we don&apos;t have to pay for Adam&apos;s crime against Yahweh.
		Y&apos;know, the crime that Yahweh specifically needed Adam to commit in order for Yahweh&apos;s plan to go as intended.
		But the beginning of this chapter (the small section that seems to come before the actual holy text) says that the fall, Adam&apos;s crime, is what brought death to all of mankind.
		In other words, we do have to pay for his crime.
		Again, things aren&apos;t adding up with this story.
	</p>
	<p>
		The chapter itself discusses why the wretched plan had to be the way it was.
		To sum up, if there was no commandment and no punishment for breaking a commandment, there could be no repentance for breaking said commandment.
		Therefore, because Yahweh needed mankind to repent, he needed them to break a commandment, thereby sinning and being punished.
		What kind of horrid logic is that!?
		Why would you need someone to repent for the sake of repentance?
		If they&apos;d committed some crime, sure, it&apos;d make sense to need them to be sorry and need them to change.
		But to need them to commit the crime specifically so they would need to be sorry and change?
		That makes no sense.
	</p>
</section>
<section id="hair">
	<h2>Hair-removal mud</h2>
	<p>
		My hair-removal mud&apos;s been having no visible effect.
		Admittedly, when the stressful things started happening halfway through my break between terms, I stopped using it regularly because I didn&apos;t have time.
		I can&apos;t exactly go out and get stuff done while I&apos;ve got mud on my chest!
		A few days ago, I decided to call off the experiment.
		Maybe it&apos;d work with more time, but I just don&apos;t have the time in my life right now, and getting rid of this hair is one of my priorities at the moment.
		My plan was to finish using up the mud I&apos;ve already mixed, then switch to a depilatory.
		I&apos;ve only used one once or twice, but the time I remember I used it for sure, it had a noticeable effect right away.
		It wasn&apos;t quite enough, but I think with two or three applications, it&apos;d get me the results I&apos;m after.
		The catch is that it&apos;s not permanent though, and it won&apos;t keep hair away long enough to work on my face.
		It should work on other spots though.
		I&apos;ll look into more-permanent solutions, especially for my face, some other time.
	</p>
	<p>
		However, today, I got two chest hairs off with this mud.
		Finally!
		Something!
		I can&apos;t say for sure that the mud did it though.
		I mean, I am a mammal, and I shed hair naturally.
		It could have been a coincidence.
		Still, if I start seeing more hair loss with this mud before I run out, I might not give up on it just yet.
		I&apos;m not making any more without better results though.
	</p>
</section>
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			Natural languages (English, French, and Spanish, in your example) and formal languages (Java, C, and C++, like you mentioned) have a lot in common.
			While structured languages tend to be unambiguous in their grammars, even natural languages have grammars that they must adhere to in order to be coherent.
			While natural languages do contain a lot of ambiguity, if used correctly, there are only a few meanings at most that any given sentence will have.
		</p>
	</blockquote>
</section>
<section id="Minetest">
	<h2>Minetest</h2>
	<p>
		I keep running into issues in my tunnel plan.
		I want themed roads, and themed tunnel entrances.
		As Minetest and Minetest Game grow though, I run into the fact that I&apos;ll have more themes I wish to include.
		I can either put the entrances in places based on hashes of the theme item names; which results in a tunnel structure that can be expanded indefinitely, at the cost of the tunnel structure being an incoherent and inefficient mess; or I can plan out from the beginning where all the entrances will be, resulting in a highly-useful tunnel system, at the cost of having nowhere I can add new entrances without the new entrances being ugly wart branches on the rest of the system.
	</p>
	<p>
		I think I&apos;m falling back to an old plan of mine, but with some modifications.
		For now, I&apos;ll only account for the themes I know I want, and I&apos;ll plan the entire tunnel network before starting.
		The themes I want to use are the <code>minestats</code> elements.
		That&apos;s why the number of themes keeps growing: Minetest Game adds new <code>minestats</code> elements every once in a while.
		I&apos;ve stabilised the elements now though so once added, I don&apos;t have to worry about them getting removed, which is a big help.
	</p>
	<p>
		I&apos;ve separated the elements into three main groups.
		First, we have the elements that are useful in creating the nodes they spawn from.
		This includes all seeds, spores, and saplings, but ironically also includes sand.
		While all other elements in this set allow for infinite production under the right circumstances, sand actually does the opposite, and causes almost infinite degradation, where all sand put into the system can be compacted into one, two, or three sand nodes total.
		Still, grouping sand into this class gives me twelve themes, and that&apos;s a useful number, as I plan to have twelve mainline tunnels.
		Next, we have the elements spawned using other elements.
		These would be the three farm crops and the two mushrooms.
		I&apos;m mostly ignoring this set, except to exclude them from the final set: the minerals.
		This third set includes nine elements, which is a useful number because there will be nine main tunnel hubs.
	</p>
	<p>
		This sort of flips things upside-down.
		The tunnels, though deep underground, will mainly be themed after plants and fungi from the surface world.
		The twelfth tunnel will be made from sandstone, and while sand can be found underground and the <code>renew</code> mod adds the ability to turn cobble mined underground into sandstone, sandstone itself only spawns naturally very close to the surface as well.
		Meanwhile, the minerals need to be dug up (admittedly some flint, coal, and iron are available near the surface), yet they&apos;ll be used to theme the tunnel entrances at the surface.
		Practically speaking, this works well.
		Eleven of the longest parts of my network, most of the tunnels themselves, will be made into useful farms.
		The static elements that do nothing will take up the smallest amount of space.
		However, it&apos;s gonna&apos; look odd visually.
		Additionally, it&apos;ll take some effort to make the tunnel entrances implement their mineral themes in a way that doesn&apos;t look ugly.
		You can&apos;t craft as many decorative blocks as you can from, say, trees.
		You mostly have just a single main node each, all of which look ugly when used in bulk, along with <strong>*maybe*</strong> a secondary node type that isn&apos;t a pure form of the element.
		And them you have flint, which can&apos;t be crafted into a node at all.
		You can only craft it into a tool for starting fires.
		I&apos;ll probably have a fire-themed entrance, and with fire only staying active when started on coal blocks, I&apos;ll have a coal-themed entrance and basically another coal-themed entrance.
		It&apos;s going to take some creativity to pull this off without accidentally making the theme of each entrance unclear.
	</p>
	<p>
		I think I&apos;ve finally decided how to treat elements in-game, too.
		I mean, the theming of the tunnel is just a personal project that I&apos;m tying to <code>minestats</code> elements because I feel like it.
		However, I&apos;ve tried repeatedly finding a way to encourage players to care about their mining statistics.
		The themed bags were another attempt at this, but I still think they miss the mark.
		Now though, I have a new idea.
		First of all, I want to design a player skin for each element.
		For example, the red spores might have a pharmacist skin because pharmaceuticals re often developed using microbes and fungi.
		A knight skin might be tied to the iron element because a knight covers themself in iron armour, et cetera.
		These skins can be unlocked by collecting enough of the related material.
		Additionally, the skins will relate to some sort of bonus the players can receive.
		Even without having earned enough points to unlock any skins, all 26 abilities will be unlocked at the same time, and will increase in strength as players progress.
		For example, an increase in inventory size will be caused by one element, and the ability to set warp point &quot;bookmarks&quot; will be granted by another.
		Players won&apos;t have to choose between abilities.
		This offers two benefits.
		First, it means I only need to come up with 26 abilities, not hundreds, and I won&apos;t have to worry about creating seemingly-vital abilities that result in other abilities never getting chosen.
		Second, players will be rewarded for all stat increases, not just increases relating to whatever abilities they chose.
	</p>
</section>
END
);
